Editing
Age of Darkness-Warhammer 30k/2.0 Tactics/Mechanicum Tactics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Special Rules== ===Advanced Reaction=== *'''Advanced Reaction - "Scornful Fire":''' Triggered when the enemy shoots a unit containing an Independent Character. This unit can immediately shoot that enemy if they're within 12". ===Army Special Rules=== *'''Disruption (X+):''' The common rule for arc weapons, this gun will deal instant Glancing Hits on Vehicles and auto-wound Dreadnoughts and Automata on an X+ To Hit. If you played in the pre-8th days of 40k, this rule should be giving you uncomfortable shudders of the old gauss guns. Unlike Haywire these wounds do not get beyond the base AP of the gun, so while vehicles will melt as usual dreadnoughts will get their 2+ save and be the bane of your general existence. *'''Data-Djinn:''' Weapons with this rule will not hurt any enemies that lack the Vehicle, Automata or Dreadnought unit types. *'''God-Engine:''' Your Titans are all-out immune to psykers and Cybertheurgy, not to mention ''Haywire'' and ''Disruption (X+)'' - any weapons using those rules must use their base Strength to wound your Titans. In addition, any units within 12" of a ''God-Engine'' count as ''Fearless'', which is a serious buff for your troops. *'''Paragon of Metal:''' The special character upgrade for a lone ''Automata (Cybernetica)'' unit. This unit replaces the ''Cybernetica'' sub-type with the ''Paragon'' sub-type, giving +1 to Wounds and WS, ''It Will Not Die (4+)'', ''Precision Strikes (4+)'', ''Precision Shots (4+)'' and ''Rampage (2)''. [[Awesome|Simply put, this is a Primarch made of steel.]] *'''Patris Cybernetica:''' Allows the Independent Character to join Automata or units with the ''Monstrous'' sub-type. Note that this won't work on anything else with the ''Monstrous'' sub-type or Automata type, meaning your Archmagos Prime or Magos Dominus on Abeyant can't fly alongside their pet Vulturax despite wishing to. *'''Reactor Meltdown:''' As expected from a Titan, if it gets dealt catastrophic damage, it explodes in fantastic fashion. ''Magna'' (reserved for the Warhound) makes the explosion deal Destroyer hits, ''Major'' makes those Destroyer hits AP2 and ''Maxima'' (for the Warlord) doubles the range of this explosion. ===Warlord Traits=== All generic Mechanicum Warlords from all three lists have the option of getting a Warlord trait from one of the charts in the main rulebook, or rolling on their own unique chart: #'''A Soul of Cold Iron:''' The Warlord and any unit within 6" may still declare charges if they are under the effect of ''Pinning'', but are still subject to firing Snap Shots. He also allows an additional Reaction during the Movement phase. #'''The Logic of Victory:''' If the Warlord has not shot or is not locked in combat, the whole army may make an additional Reaction in all phases of the following turn. In addition, the Warlord and a unit he is attached to gain +1 WS and BS during Reactions, and +3 Movement and Initiative during Movement-based Reactions. #'''The Science of Slaughter:''' For each turn this Warlord is locked in combat (so starting on the 2nd round), he gains +1WS and Strength for each round of combat he is in. After he has left the combat, his Strength and WS return to normal. The army may also make an additional Reaction during the Assault phase. ===Cybertheurgy=== [[Omnissiah|Psychic powers for machines]]. No, seriously. They're pretty much running the same rules as Psychic powers, only now you have your own unique ''Cybertheurgist'' unit sub-type. In addition, failing a Cybertheurgy check only deals 1 wound to the cybertheurgist, a fairly light injury for most magi but this becomes D3 wounds for Vehicles or Automata. <tabs> <tab name="Artificia Machina"> *'''Animatus Integro:''' Allows the Cybertheurgist to apply ''Battlesmith (X)'' to anything within 12", extending their support range considerably as they don't need to contantly be touching things to repair them. If you pass a Cybertheurgy check, this makes a second repair as if you had rolled for ''Battlesmith (X)'' repairs twice. It goes without saying that repairing your bots and tanks is a necessity, so being able to restore 2 HP/wounds or fixing a wound and a lost weapon is a massive gift. *'''Animatus Excindor:''' A wild 12" Assault D6 S1 AP1 gun with ''Haywire'' and ''Data-Djinn''. This is devastating on any tanks or Automata you come across, though the swingy Assault D6 won't guarantee any kills and it's a waste against Terminators. </tab> <tab name="Artificia Cybernetica"> *'''Cybernetica Exortus:''' Instead of shooting, you can target a friendly unit with at least one Automata model within 12" of the Cybertheurgist and make a Cybertheurgy test. If successful, you can apply a buff to the entire unit (re-roll charge distances, ignoring the first wound from the shooting phase, +1 BS, overriding Reaction restrictions). Note that this only requires one model in the unit to have the Automata type, meaning that this can even work with Tech-Priest Auxilia that lost all but one of their Servo-automata. *'''Mordeo Cogita:''' A 12" Assault 1 S10 AP1 gun with ''Instant Death'' and ''Data-djinn''. Pretty much custom-made to eradicate lone tanks and Automata, but you'll need to guarantee that you're actually going to hit them in the first place. </tab> <tab name="Ephemera Incursus"> *'''Ephemera Perfidiae:''' Target one enemy Vehicle or Automata unit within 12" and you can make it shoot at its friends as Snap Shots because you managed to hijack its brain. If you make a successful Cybertheurgy check, these shots are made at the Cybertheurgist's base BS, not counting as Snap Shots. Whichever you choose, you just pissed off that engine so hard that it now gains ''Hatred (Cybertheurgists)'' for the rest of the game. *'''Ephemera Exocluo:''' A 24" Assault 6 S3 AP- gun with ''Data-djinn'', ''Blind'' and ''Vox Silence''. While this won't hurt anyone, ''Vox Silence'' knocks 2 points off the Leadership of enemy Infantry or Cavalry units and renders wargear with the word "vox" in it useless until the start of their next turn, while ''Blind'' fucks up the target's WS and BS (if they fail the Initiative test, that is). Following up with a melee squad can see that target easily routed. </tab> <tab name="Ephemera Lacyraemarta"> *'''Ephemera Instigare:''' Target a friendly Mechanicum infantry unit within 12". This unit can immediately move a distance up to twice their base Initiative towards the closest enemy. If you pass a Cybertheurgy check, this unit also gets ''Hammer of Wrath (1)'' and ''Furious Charge (1)'' until the end of the next Assault phase, making this an ideal option for a melee-equipped pack of Thallaxii. *'''Ephemera Excrusis:''' An AP3 melee weapon with ''Rad-phage'', ''Fleshbane'' and ''Concussive (3)''. A pretty sick weapon that can easily soften up any enemies you fight for an incoming pack of Vorax. </tab> <tab name="Artificia Reductor"> *'''Portis Fractis:''' Target one occupied enemy Building, Fortification or Transport within 12". A successful Cyertheurgy check will force them to immediately bail out of their hiding spot and make a ''Pinning'' test, screwing over any camping snipers or heavy supports hiding in a bunker or a Rhino carting Tacticals. Doesn't work on Flyers or Super-heavy units. *'''Manos Ruinus:''' An ''Unwieldy'' and ''Cumbersome'' S10 AP1 melee weapon with ''Data-djinn'', ''Armourbane'', and ''Exoshock (3+)''. A ruinous weapon that'll only see use on tanks and Dreads, but unlike the lascutters that can shoot, this can only be used as a melee weapon. </tab> </tabs> ===The Orders of High Techno-Arcana=== Your specialised faction rules, which give you additional bonuses and buffs to units. Similar to the <s>old</s> ''Provenance of War'' rule that Imperial Militias <s>used to</s> get, these may be only taken if your army includes an Archmagos Prime (with or without Abeyant), who may choose one High Techno-Arcana option for free. If your army includes more than one Archmagos Prime (again, either with or without Abeyant), then each must take a different option, which allows for some degree of overlap within the Detachment. <tabs> <tab name="Archimandrite"> Your dedicated supports, these guys work on making sure everything stays working at peak performance, if not better. While this doesn't outright improve anything, your Tech-Priests won't complain about having new ways to support your tides of steel and your Archmagos Prime will now become an even stronger Cybertheurgist. *'''Bonds of Vassalage:''' The Archmagos Prime with this rule must be the Warlord. As a benefit, you can include a Mechanicum Allied Detachment, though any Archmagos Prime in the Allied Detachment cannot take this High Techno-arcana. *'''Magister Theurgica:''' The Archmagos Prime with this rule can select an additional Cybertheurgic Arcana available to it. *'''Master Technomancer:''' Units with ''Battlesmith (X)'' gain two extra options when they repair things. One lets the unit use the Battlesmith's BS for shooting and the other gives Vehicles the ''Power of the Machine Spirit'' rule. </tab> <tab name="Cybernetica"> Take this for when you want to focus on robots and turn them into ''Line'' units, better shooters, and joinable units of bodyguards. Generally means that you have less concern about what other unit types are doing. *'''Cohorts Cybernetica:''' Your Castellax Battle-automata Maniples all become ''Line'' units and can therefore claim objectives. *'''Networked Sensorium Protocols:''' If models with the Automata unit type are within 12" of two or more models with cortex controllers, when those Automata make a shooting attack they may reduce any Cover Save the target has by -2. *'''Preservation Protocols:''' The Archmagos Prime with this rule gains the ''Patris Cybernetica'' rule and so may join units of Automata. In addition, when joined to a unit of Automata, all wounds that are inflicted upon them must first be allocated to the Automata models, even those with the ''Precision Shots (X)'' or ''Sniper'' rules. </tab> <tab name="Lacyraemarta"> The spooky zombie-makers. Their bots might not see any improvements, but their Adsecularis and Myrmidons will now become tougher to remove with a toughness that almost seems to reflect the purity of steel. *'''Incorruptible Flesh:''' The Archmagos Prime with this rule and any infantry units they join can only be affected by ''Rending (X)'', ''Poisoned (X)'' or ''Fleshbane'' weapons on a natural 6 To Wound, making them hardier than anyone would expect. *'''Opus Viscera:''' Units with the ''Battlesmith (X)'' rule can now repair infantry. A successful roll lets them either restore a lost wound (though resurrecting a model is impossible) or immediately move a distance equal to twice the unit's Initiative. *'''The Sanguine Hook:''' The Archmagos Prime with this rule gains the Ephemera Lacyraemarta Cybertheurgic Arcana but cannot select any others. </tab> <tab name="Macrotek"> The guys who build buildings, fortresses and other fortifications in giant forges. Their rules focus on buffing terrain and fortifications. *'''High Enginseer:''' Tech-Priest Auxilia units may be taken as Troops choices but they must take the ''Enginseer'' Techno-arcana if they are to be taken as Troops. *'''Moderati Munitoria:''' During the battle's set-up but before objectives have been placed, you may move up to 3 pieces of terrain up to 6" as long as they are 2" away from another piece of terrain. *'''Rector Aedificii:''' Models with the ''Battlesmith (X)'' rule may also repair buildings and they can choose to apply a special rule to models they have repaired; that means when they are targeted by an attack that inflicts either ''Exoshock (X)'', ''Breaching (X)'' or ''Rending (X)'' (so choose one, not all three) they are only effected by the rule on a D6 roll of 6. </tab> <tab name="Malagra"> The closest you can get to tech-assassins. Everyone now has access to the dataspikes and a bit of extra mobility. The biggest winners of this are the Arcuitors, as you can take multiple of them to hunt down specific nuisances. *'''Ictus Insidiae:''' Characters in this Detachment can upgrade their machinator arrays and servo-arms with in-built prehensile dataspikes for 10 points. *'''Interfector Auxilia:''' Any Tech-Priest Auxilia units may take the unique ''Interfector'' Techno-arcana. This gives Tech-Priests and Magos Auxilia in the unit ''Scout'' and free prehensile dataspikes. *'''Sacred Mission:''' One Arcuitor Magisterium can be taken as a non-compulsory HQ choice, losing ''Hunter Killer'' but gaining ''Scout'' and ''Court of Executioners''. This precludes you from taking another as an Elites choice as normal; the HQ Arcuitor Magisterium ''still'' counts as 0-1. **'''Court of Executioners:''' The Arcuitor Magisterium taken as an HQ choice gains the ability to become a squad of up to three (each extra Arcuitor Magisterium costing 110 points), whose models are deployed together but are then split up after the game starts. *'''Scindex-malagrus:''' The Archmagos Prime with this rule improves their WS to 5 and Attacks to 3. In addition, they gain the ''Preferred Enemy (Characters)'', ''Precision Strikes (5+)'' and ''Monster Hunter'' rules, making them specially tooled to murder things. </tab> <tab name="Myrmidax"> All-out war is the name of the game here. You take this if you're planning on taking tons of Myrmidons with all the guns you need for mass destruction. *'''Avatar of Destruction:''' A single Thanatar Siege-Automata Maniple composed of just one Thanatar-Calix can be taken as a non-Compulsory HQ choice. While it cannot take ''Paragon of Metal'', any Myrmidon Secutor/Destructor Hosts within 6" of it gain the ''Line'' sub-type and add +1 to the wounds score for combat resolution rolls. *'''The Myrmidon Host:''' Myrmidon Secutor Hosts and Myrmidon Destructor Hosts may now be taken as Troops choices and Elites choices, respectively. **Sadly, only the two Myrmidon Secutor Hosts taken as Compulsory Troops are deemed ''Line'' units, so the rest of the slots will either need to crowd around Daddy Thanatar or be used for other units. *'''Vessel of Destruction:''' The Archmagos Prime with this rule now has 5 Wounds and gains the ''Hatred (Everything)'' and ''Bulky (3)'' rules. </tab> <tab name="Reductor"> Where the Macrotek builds, the Reductor destroys. Your Tech-Priests now have options to weaken Vehicles and you have the means to demolish the buildings your enemies cower behind. *'''Demolisher:''' Units with the ''Battlesmith (X)'' rule sacrifice their repairing options, instead only getting offensive options for their rule. Now they can deal 1 HP of damage to a Vehicle or Building, deal an automatic unsaveable wound on a Dreadnought or Automata (which they can use even in combat, though it's not worth it for a Dread), destroy one weapon on a Vehicle without dealing a wound, or immobilize the Vehicle without dealing a wound. Incredibly risky since now you're without any options for repairing your tanks and bots. *'''Harbinger of Devastation:''' Before the objectives are set, pick three pieces of terrain, Buildings or Fortifications. Any Cover Saves they might have offered are now destroyed and now count as Difficult and Dangerous terrain. Any chosen Buildings or Fortifications now add +1 to the Building Damage rolls. This is the way to go when you plan on screwing over any defensive armies to force them to fight on your terms. *'''Secrets of Annihilation:''' The Archmagos Prime with this rule gains the Artificia Reductor Cybertheurgic Arcana but cannot select any others. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information